﻿//
// ChangeScene
//
// Author:
//       JasonXuDeveloper（傑） <jasonxudeveloper@gmail.com>
//
// Copyright (c) 2020 JEngine
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.

using System.Collections;
using System.Collections.Generic;
using System.Linq;
using JEngine.Core;
using UnityEngine;
using UnityEditor;
using UnityEditor.SceneManagement;
using UnityEngine.SceneManagement;

namespace JEngine.Editor
{
    internal class ChangeScene
    {
        [RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)]
        private static void Change()
        {
            if (!JEngineSetting.JumpStartUp) return;
            var scene = SceneManager.GetActiveScene();
            if (scene.path != JEngineSetting.StartUpScenePath)
            {
                string name = JEngineSetting.StartUpScenePath
                    .Substring(JEngineSetting.StartUpScenePath.LastIndexOf('/') + 1)
                    .Replace(".unity", "");

                SceneManager.LoadScene(name);
            }
        }
    }
}

